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History of Oni modding: Difference between revisions

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Testing the scripts required large numbers of attempts in launching Oni and running the scripts to see how they worked.  This process became much faster when the Developer Mode console was unlocked (see below) and individual commands could be tested easily.  While this is the easiest way to mod Oni, it's also the most limited; partly because of the lack of full documentation for BSL (which this wiki hopes to provide at some point), and partly because scripts are limited to the resources that an original level has to offer.
Testing the scripts required large numbers of attempts in launching Oni and running the scripts to see how they worked.  This process became much faster when the Developer Mode console was unlocked (see below) and individual commands could be tested easily.  While this is the easiest way to mod Oni, it's also the most limited; partly because of the lack of full documentation for BSL (which this wiki hopes to provide at some point), and partly because scripts are limited to the resources that an original level has to offer.
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==Binary resources==
==Binary resources==
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A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008<ref>See [[User_talk:Neo/Archive5]].</ref>, but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref>. Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|EdT]]'s level "Muro's Lair" in August 2011<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"].</ref> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</ref>.
A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008<ref>See [[User_talk:Neo/Archive5]].</ref>, but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=1736 OCF thread, "Arena Level"].</ref>. Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community's level creation abilities came with [[User:EdT|EdT]]'s level "Muro's Lair" in August 2011<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2024 OCF thread, "Muro's Lair - Preview"].</ref> and [[User:Samer|Samer]]'s level "Wilderness Preserve" in January 2014<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=2698 OCF thread, "NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure"].</ref>.
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==Engine patching==
==Engine patching==
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The most ambitious use of the Daodan DLL so far has been to add rudimentary multiplayer to Oni in the form of the [[Flatline]] project. Work continues in all areas of modding Oni, as well as documenting the modding process.
The most ambitious use of the Daodan DLL so far has been to add rudimentary multiplayer to Oni in the form of the [[Flatline]] project. Work continues in all areas of modding Oni, as well as documenting the modding process.
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